I believe that the protagonist of this game is properly referred to as a superVILLAIN. Unless, of course, he's doing a Robin Hood thing, but there's nothing in the game that suggests such a plot.
The game won't execute the jump if you drag outside the window. So if your mario-box gets stuck at the side, you're doomed.
Also, the only major video game series where turning into a box is helpful is Metal Gear. That is all.
As always, awesome series, but the chapter format makes the games too short. Any chance we could have all of them put together at the end for a continuous playthrough?
It's a creative concept, but badly unfinished. Why is it level 1 if there is no level 2? And why post such a short fragment of what is clearly a longer story?
In gameplay, I like the mechanics, but must point out that there's no reason not to have the health bar refill after each screen when players can continue from the same point with full health upon death. This just wastes our time by forcing us to start a screen and suicide if we don't have enough health left over to get through the gauntlet of traps.
Limits on continues are a sadistic feature that became passe after the NES era. Why the heck would anyone want to revive them in a flash game? I assure you it DOESN'T make players more willing to play the game over. Not having upgrades is a respectable (though unpopular) design decision, but the continue thing is just wrong.
Mediocre design. Movement is slow, there aren't any options to do things like mute the sound or adjust graphics quality, and the weapon lets you fire at high rate by repeated clicking, but the mouse button can't be held down for autofire.
On the safe cracker, I got a result of 3 green and 1 yellow. That's mathematically impossible--I can't relocate whichever digit corresponds to the yellow without swapping it with at least one green digit.
That's possible, it indicate that the digit in the wrong position is repeated in your written combination. That's what happen when the indicator are not positional.
The supply of upgrades is way too small. It didn't take much time to max out my commander, and from there, trying again to get a better score gets boring quickly.
I won it first try. The basic method was to deny the enemy supply points using a combination of air and amphibious attacks and the blockade card. Hold off long enough, and you'll get enough of those attacks to take all the supply points and claim the major victory. The enemy ownership of half the non-supply-point map hexes won't matter in the least, as long as you control a buffer of two or three hexes around your HQ.
Thanks Luneya, great summary of a winning strategy. I am glad you picked up on the logistics element of the game so quickly. As they say "amateurs talk about strategy, dilettantes talk about tactics, and professionals talk about logistics". How long did it take you to win?
The kittens blow up on collision, Shanus, which can be forced by making them move towards each other. The cars offset the luck element by allowing you to reposition yourself to where you can force collisions. But yes, it gets impossibly difficult quickly.
Yes, the gravity and friction are unrealistic. But that's the point of the game. If you're still unhappy, imagine it taking place on an alien planet with low gravity and a highly viscous atmosphere.
I don't see any obvious clues to the musical note puzzles. Shouldn't there be some piece of music that we're trying to match? Or some feedback as to how close we are to the correct sequence? Without either of these, it's just a tedious exercise in random guessing.
A game with this title would probably get a lot more interest if you could take the dresses off and leave the lady in just bra and panties--which is common among even the dress-up games that are intended for little girls rather than perverts.
That's possible, it indicate that the digit in the wrong position is repeated in your written combination. That's what happen when the indicator are not positional.